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Analyzing Games

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Title: Analyzing Games


1
Analyzing Games
  • staffanb_at_cs.chalmers.se

2
Structure of todays lecture
  • Motives for analyzing games
  • With a structural focus
  • General components of games
  • Example from course book
  • Example from Rules of Play
  • An Activity-centric Approach
  • Component Framework
  • Presentation of Assignment 2

3
Reasons to analyze games
  • Common structures
  • Deeper understanding of what games are
  • Identify differences
  • What works and what doesnt work
  • Prove hypothesis
  • Find or isolate problems
  • Learn how a game works
  • How it affects people
  • How one can reproduce the effects

4
Example Quake and Go Fish
5
Example Quake and Go Fish
  • Comparison to understand what games consist of
  • Identify formal and dramatic elements
  • Find a definition
  • Closed, formal system
  • Engages players in structured conflict
  • Resolves in an unequal outcome

6
Example Quake and Go Fish, cont.
  • Formal elements
  • Players
  • Objectives
  • Procedures
  • Rules
  • Resources
  • Conflict
  • Boundaries
  • Outcome
  • Dramatic elements
  • Challenge
  • Play
  • Premise
  • Character
  • Story

7
Ways of studying games
  • Structural what does a game consist of?
  • Interaction design gameplay
  • Operational processes - programming
  • Problem solving game theory
  • Events and stories narratology (more next
    lecture)
  • Operational - how is a game played?
  • What do players do when playing?
  • Self-organization
  • Social structures
  • Extra-game motivation and consequences

8
Ways of studying games, cont.
  • Motivational - Why is a game played?
  • Learning
  • Immersion - Catharsis?
  • Social activity
  • Creativity
  • Player-focused - Who plays games?
  • What player groups exist?
  • When, why and how do people start playing games?
  • When, why and how do people stop playing games?

9
Perspective of games in Rules of Play
  • Game Design Schemas
  • Rules
  • Play
  • Culture
  • Core Concepts
  • Meaningful Play
  • Design
  • Systems
  • Interactivity
  • The Magic Circle
  • Rules
  • Three Levels of Rules
  • Emergent Systems
  • Systems of Uncertainty
  • Theory Systems
  • Systems of Information
  • Cybernetic Systems
  • Game Theory Systems
  • Systems of Conflict
  • Play
  • Play of Experience
  • Play of Pleasure
  • Play of Meaning
  • Narrative Play
  • Play of Simulation
  • Social Play
  • Culture
  • Cultural Rhetoric
  • Open Culture

10
Rules of Play example Tic-Tac-Toe
11
Rules of Play example Tic-Tac-Toe
  • Operational Rules
  • Rules of Play
  • Written rules in traditional games
  • Constituative Rules
  • Underlying formal structures
  • Implicit Rules
  • Good sportsmanship
  • Let other player take back a move

12
An Activity-centric Approach to Game Research
13
One perspective Interaction Design
  • The design area which focuses on interaction
  • Computational technology a powerful enabler
  • Describing the interaction in games
  • Game Design Patterns
  • Describing the facilitators of that interaction
  • Component framework

14
The Component Framework
15
Component Framework
  • An activity-based model of game interaction
  • Includes traditional concepts used to describe
    games
  • Player, element, rule, goal, etc.
  • Lays out the details of how games are constructed
  • Describe, analyze and compare games
  • Game state assumed
  • Playing the game is making changes in the game
    state! (and getting and refining information
    about the game state)

16
Component Framework
17
Holistic
  • How the activity of playing the game is divided
  • Game Instance whole lifetime of the game
  • Game Session the whole activity of a player
    playing one game
  • Play Session a player actively playing the game
  • Extra-game activities activities related to game
  • Set-up/down preparatory and end game activities

18
Game Instance
  • Setting up the game
  • All the actions of all the players participating
    in the game
  • Ending the game and determination of the final
    outcome
  • Activities required to restore or clear the game
    state after playing the game

19
Game Instance A typical Chess game
  • Two players decide to play Chess
  • Beginning of a game instance of Chess
  • Setting up the initial board and determining who
    is playing which side
  • The actions of both of the players
  • Determining the outcome and possible impact
    outside this game instance (tournament etc.)
  • Clearing the game state
  • Players put the board and pieces away

20
Game Session
  • Complete activity of one player participating in
    a game instance
  • Player specific
  • Chess game instance has two game sessions
  • Usually game instance and game session coincide
    in time

21
Game Session Examples
  • Asteroids
  • Player puts in coins set-up
  • Plays the game until loses all lives play
    session
  • Enters initials to the high-score list set-down
  • Massively Multiplayer Online Role-Playing Game
  • Player creates a character set-up
  • Logs in to play every now and then several play
    sessions
  • Finally decides to stop playing the game and
    removes the character set-down

22
Play Session
  • The length of time one player is actively playing
    the game
  • One game session can consist of many play
    sessions
  • But in many games game and play sessions coincide
  • Play session consists of all the player actions
    during the session
  • Can be described as a sequence of changes in
    modes of play

23
Play Session Examples
  • Asteroids
  • The same as the game session for one player
  • Strategy games
  • Player can save the progress, close the game and
    come back later
  • Many player controlled play sessions
  • Play-by-mail Chess
  • Player opens the envelope
  • Makes his move by writing it on a piece of paper
  • Sends the move sheet to the other player

24
Set-up Session
  • Game Instance
  • Set-up the initial game state
  • Invite players
  • Allow the game to start
  • Game Session
  • The player or the facilitator configures the
    initial starting position in the game
  • The player registers to the game
  • Play Session
  • Prepare the play session
  • Log in the game, select profile etc.

25
Set-down Session
  • Game Instance
  • Declare that the game has ended
  • Determine the final outcome
  • Return the initial game state if need be
  • Usually the facilitator takes care of this
  • Game Session
  • The players initial state restored or removed
    altogether
  • Take care of possible meta-game effects
  • Play Session
  • Save the current state for further play sessions
  • or end the game session

26
Extra-game activities
  • Activities related to the game but do not have a
    direct effect on the game state
  • Planning activities
  • Creating strategies
  • Modifications to the game
  • Skins in Sims
  • Game mods
  • Create new games!
  • Acquiring equipment or game elements
  • Buying a booster pack for Magic the Gathering
  • Using the game for other purposes
  • Creating movies, stories, or stunt shows

27
Boundary Components
  • Limit the player activities by allowing certain
    actions and making some activities more rewarding.
  • Rules dictate how everything works!
  • Modes of Play different phases of the game
  • Goals and subgoals motivation for playing the
    game in certain ways

28
Rules
  • Limit player actions
  • Describe and lay out the boundaries of the game
  • Govern how the other components of the framework
    are instantiated
  • Meta-components
  • Static or dynamic
  • Chess vs. Nomic
  • Explicit or implicit
  • Rules explicitly known to the player
  • Rules hidden in the game system

29
Modes of Play
  • Different phases or sections of the game where
  • Actions are different, or
  • Goals are different, or
  • Interface is different, or
  • Players are different
  • Changes between modes governed by rules
  • Modes can have sub-modes

30
Modes of Play Examples
  • Taking turns in Chess
  • While the other player makes his move the player
    cannot move his pieces
  • Inventory mode
  • Many adventure and RPG computer games have a
    different mode for manipulating the inventory
  • Different phases in board games
  • Diplomacy has diplomatic, action and turn
    resolution phases
  • Eating the power pill in Pac-Man
  • Possible to hunt the ghosts!

31
Goals and subgoals
  • Define the game states the player tries to
    achieve
  • Motivation for playing the game
  • Achievement
  • Almost always nested hierarchies or networks
  • Subgoals of subgoals of subgoals etc.
  • Can be player defined during the play
  • SimCity and Sims

32
Goals and subgoals Examples
  • Pac-Man
  • Get as high score as possible
  • Complete the level
  • Eat a dot
  • Eat a power pill
  • Eat as many ghosts as possible during the effect
    of the pill

33
Temporal Components
  • Describe the flow of the game play and define the
    changes in the game state
  • Actions what the player can do
  • Events what are the game state changes
  • Closures meaningful game state changes
  • End conditions determine changes of mode of play
    and closures
  • Evaluation functions determine the outcome of an
    end condition

34
Actions
  • What the player can do to change the game state
  • Explicit or implicit
  • Directly available through controller or the UI
  • Hidden in the game system
  • Text adventures
  • The way to change the game state
  • Not the actual physical movement of pressing the
    button
  • Related to the interface

35
Actions Examples
  • Pac-Man
  • Movement up, down, left and right using the
    joystick
  • Asteroids
  • Steer left or right
  • Use the rocket to move the ship
  • Shoot bullets
  • Space invaders
  • Move left or right
  • Shoot a bullet

36
Events
  • Changes in the game state
  • Perceivable to the players
  • Change of mode of play, closures
  • Consequences of the actions
  • Own actions
  • Other player actions
  • Game system generated
  • Computer controlled opponents
  • Gravitation, inertia and other automatic events

37
Events Examples
  • Pac-Man
  • Pac-Man starts to move the direction
  • Eats a pill
  • The ghosts move, regenerate etc.
  • Tetris
  • New block appears
  • The block starts to fall down
  • The block gets stuck
  • Full rows are removed
  • The game ends

38
Closures
  • Quantifiable and meaningful player experiences
    normally associated with game state changes
  • Associated with goals
  • Reaching a goal (winning condition)
  • Failing to reach a goal or losing the game (loss
    condition)
  • Closures happen when playing the game, goals are
    part of the game
  • Not necessarily defined as particular game states
  • Borderline between first and second order game
    design concepts, may be player defined
  • Normally deeply nested
  • Subclosures of subclosures of subclosures

39
Closures Examples
  • Pac-Man
  • Eating a pill
  • Eating a power pill
  • Eating a ghost
  • Eating all the ghosts
  • Finishing a level
  • Losing a life
  • Losing all lives
  • Getting the high score
  • Etc.
  • Civilization
  • Founding a city
  • Completing a building/unit
  • Completing research
  • Winning a fight
  • Discovering a hut/nation
  • Eliminating an opponent
  • Traveling to a star
  • Etc.

40
End Conditions and Evaluation Functions
  • End condition is a game state requirement for
  • Switching the mode of play
  • Completion of a closure
  • End of a game instance, game or play session
  • Always associated with an evaluation function
  • Together define win and loss conditions
  • Evaluation function defines what is the outcome
    of the end condition

41
End Conditions and Evaluation Functions Examples
  • Pac-Man
  • Eating a pill Pac-Man moves over the pill -gt
    more points
  • Finishing a level All pills eaten -gt progress
    to next level
  • Etc.
  • Chess
  • Check mate opponents king the king cannot move
    -gt the other player wins

42
Structural Components
  • Define the parts of the game which are
    manipulated by the players and the game system
  • Interface provides players information about the
    game state and possible actions
  • Game Elements components that contain the game
    state
  • Players entities that try to achieve their own
    goals within the game
  • Game Facilitator synchronizes the game state

43
Interface
  • Provides the player information
  • The game state
  • What actions are available
  • Provides the player access to the actions
  • What the player has to physically do to perform
    the action
  • Can help to express the theme of the game
  • Audio-visual style

44
Interface Examples
  • Chess
  • The board laid out as 8X8 grids
  • The pieces on the grids define the game state
  • The player can move the piece by picking it up
    and putting it down
  • Pac-Man
  • Joystick for controlling the movement of the
    Pac-Man
  • The level is shown on the screen
  • Audio effects related to events

45
Game Elements
  • Physical and logical components that contain the
    game state
  • Can be manipulated by player actions and game
    events
  • Usually have attribute values that define their
    abilities
  • Type
  • Who controls
  • What does it look like
  • Etc.

46
Game Elements Examples
  • Elements that define the game world
  • Chess board
  • The landscape in a strategy game
  • The geography of a fantasy role-playing game
  • Elements that personify the player
  • Pac-Man
  • Asteroids ship
  • Players avatar in the RPG
  • Elements that are controlled by the player
  • Units in a strategy game
  • Chess pieces

47
Players
  • Representation of entities that are trying to
    achieve the goals in the game
  • Change the game state through actions
  • Can be human players or computer controlled
  • Can compete against each other
  • Can cooperate with other players
  • Different ways of analysis
  • Ghosts in Pac-Man as other players
  • Tetris as a two player game?

48
Players Examples
  • Pac-Man
  • The player controls the yellow Pac-Man
  • Avoids the ghosts
  • Computer controls the ghosts
  • Try to catch Pac-Man
  • Similarities to Tag
  • Chess
  • The white and black player try to eliminate each
    other
  • MMORPGs
  • Thousands of players represented by avatars in
    the game world

49
Facilitator
  • Takes care of setting up the game
  • Synchronizes the game state
  • Can be players themselves
  • Children games
  • Ultimate arbitrator of disputes between the
    players and the game system

50
Facilitator Examples
  • Tag
  • The players define the boundaries
  • The players keep track who is it
  • Pac-Man
  • The computer inside the arcade machine
  • Tabletop RPGs
  • The game master

51
Exercise 2
52
Task
  • Take 2 games from one genre (e.g. FPS, RTS,
    MMORPG, Puzzle Game) and compare the gameplay
    they provide
  • Take games you have played or have access to
  • Use component framework and your definitions from
    exercise 1
  • the games do not have to be games according to
    your definition(s)
  • The report shall also contain general description
    of the games and gameplay
  • The report shall also discuss what did not emerge
    from using the component framework

53
Requirements
  • Number of people 2
  • Form groups yourself
  • Deadline 20080214
  • Length maximum of 8 pages
  • Be able to explain both where the two games are
    similar and where they differ. Advantage if they
    can be used to explain differences in overall
    gameplay.
  • Make use of the component framework
  • Make use of other concepts (e.g. the different
    types of rules and magic circle)
  • Fridays lecture is useful
  • and so is next Fridays again

54
Thank you!
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